XCOM® 2

XCOM® 2

Recensioni
XCOM 2 è il seguito del premiato strategico XCOM: Enemy Unknown. Sono passati vent'anni dalla sconfitta contro gli invasori alieni e la Terra è assoggettata a un nuovo ordine mondiale. Dopo anni nell'ombra, le forze degli XCOM devono tornare a combattere per mettere fine all'occupazione.
84%Recensioni Steam80,2K recensioni88Metacritic/10087OpenCritic/100
Uscita: Feb 4, 2016
Strategy · Turn-Based Combat · Tactical · Character Customization · RPG
XCOM 2 EU PC Steam CD Key+2·Piattaforma:Steam·~ €49.99-95%da~ €2.31Risparmi 0,68 € rispetto a SteamAcquista
XCOM 2 EN EU+2·Piattaforma:Steam·-87%da~ €2.51Acquista
XCOM 2 Standard Edition Europe Steam CD Key+2·Piattaforma:Steam·~ €49.99-95%da~ €2.55Acquista
XCOM 2 Steam Key GLOBAL+2·Piattaforma:Steam·-87%da~ €2.57(~ $2.87)Acquista
+2·Piattaforma:Steam·Prezzo Steam ufficiale per Germania~ 19,99 €-85%~ 2,99 €Acquista
Minimo storico ~ 1,77 €Include Steam e negozi di terze parti
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Storico prezzi

Ultimi 36 mesi · aggiornato ogni giorno
Minimo storico~ 2,05 €2023-08Minimo attuale tra i negozi~ 2,31 €Kinguinrispetto al minimo storico+13%
~ 15,62 €~ 29,36 €~ 43,11 €~ 56,85 €25-1026-0126-0426-0726-10~ 2,09 €

I prezzi coprono Steam e 39 negozi autorizzati; contano solo le offerte regolari. Il grafico mostra i minimi settimanali di mercato e il prezzo ufficiale Steam negli ultimi 36 mesi.

Lo storico prezzi è registrato in dollari. Gli importi mostrati sono convertiti in EUR al tasso BCE del 2026-10-08 e sono indicativi; quello che paghi davvero è indicato sulla pagina del negozio.

Team

J
LEAD DESIGNER
Jake Solomon
video game designer
Musiche
提摩西·邁克爾·永利
Sviluppatore
Firaxis Games · Feral Interactive (Mac) · Feral Interactive (Linux)
Editore
2K · Feral Interactive (Mac) · Feral Interactive (Linux)
8.5
Voto complessivo
Valutazioni esterne84%Recensioni Steam80,2K recensioni88Metacritic/10087OpenCritic/100
Grafica
7.5
Audio
6.5
Gameplay
9.5
Storia
9
Contenuti
9

“Timed missions and the Avatar clock strangle the turtle, turning turn-based tactics into a guerrilla war you can't afford to lose”

Il nostro verdetto

It turned turn-based tactics into a war with real consequences

Plant it back on its 2016 coordinates and XCOM 2 was the undisputed benchmark for turn-based tactics that year — an 88 on Metacritic, an 87 on OpenCritic, 126 outlets folding it into the top "Mighty" tier, an Essential badge from Eurogamer, and a nomination at The Game Awards 2016. Years on, its place in the genre has barely budged an inch. What it is worth most for is the sheer precision of how its systems interlock and pull against one another. Fight well on the ground and the base hums along; let the supply chain back at the Avenger slip even slightly and the front line turns lethal in a heartbeat. Story, setting, mechanics, and sheer volume of content all cinch around one single core — the counterattack after occupation — into one taut, unbroken rope. Nothing in it feels bolted on as an afterthought; every subsystem exists because some other subsystem leans on it, and that economy of design is rarer than it sounds in a genre that loves to bury players in menus.

The squad after a campaign victory

The single hardest thing for any rival to copy

You do not spend your time in one isolated mode here. You run a war that leaves real, lingering consequences on your roster and your map. And the design that pulls tactical depth and mounting pressure upward at the very same time — the timed missions and the doomsday clock working in tandem — is precisely the thing no peer has managed to replicate in the years since. Look back at Enemy Unknown and the patient, turtle-and-grind safety it quietly allowed: this sequel strangles that comfort cleanly and completely, and refuses to ever hand it back to you. That is the irreplaceable point, and it still holds. Plenty of later tactics games have borrowed the silhouette — the cover, the percentages, the concealed opening — but almost none have dared to keep the leash this short, because a leash this short is uncomfortable, and discomfort does not test well in focus groups. XCOM 2 leans into that discomfort on purpose, refusing to file off the sharp edge that defines it, and that is exactly why it still endures today while so many of its more comfortable imitators quietly blur together in memory.

Who should buy it, and who should walk on by

So who is it really for? If you want the genuine weight of every decision, relish the emergent stories your own soldiers write in the field, and can take a steep, punishing difficulty curve squarely on the chin, it will pull you under fast and lodge you in that "one more run, I have to claw this campaign back" grip — and it is honestly very hard to shake loose. Who should give it a wide berth, then? If what you are after is relaxed puzzle-solving, if you bristle at a countdown herding you forward, and if you weigh a cutscene-dense, plot-driven narrative above all else, the sting this game hands you will likely outrun the fun. As for editions, go straight for the build that includes War of the Chosen, because that is what this game truly looks like at full strength. Worth the few dozen hours? Yes — on the one firm condition that you never once expect the road to be a smooth or an easy one, because the difficulty is not a flaw to be patched out but the entire point of the exercise.

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